Transformers: Rescue Bots

Episode Guide

Season 1 (26 episodes – first broadcast 2012)

1 Family of Heroes
A spaceship, carrying four members of Rescue Force Sigma-17, receives a distress call from Autobot leader Optimus Prime. The spaceship self-navigates its way to Earth, on the island of Griffin Rock, near Maine, where Optimus Prime assigns the Rescue Bots on a mission: work with the Burns family and learn human customs, while concealing their status as aliens from Cybertron. Heatwave grows enraged to their mandated subservience to the humans and contemplates on leaving Earth. This changes when the Burns must stop an animatronic dinosaur that is attacking the island.

2 Under Pressure
When called to assist Chase and Chief Burns, the rest of the team arrives late at the scene because the siblings are not accustomed to alien robots disguised as their new vehicles. They head out to Mount Magma and work together to alleviate pressure of the underground lava, to their success. But the lava is still being drained to tunnels that lead directly to the bunker of the fire house, where Cody is inside. Dani and Blades spot a watertower and dump its water to stop the lava flow.

3 Hotshots
Dani gives Blades a new scoop claw in order to take a more integral part of the rescue missions. However, the pair manage to complete subsequent missions by themselves, leaving the others out of the action. Kade and Graham argue with Dani about this, while the Rescue Bots threaten to remove the scoop claw from Blades. Blades goes on patrol with Dani and Cody, but are struck by lightning during a storm. The rest of the group settle their differences aside and head out to save them.

4 Flobsters on Parade
After Heatwave grows fed up with maintaining his robot disguise, Chase, Blades, and Boulder must battle hundreds of jagged claws when an enormous swarm of snapping lobsters overruns the annual Griffin Rock summer festival.

5 The Alien Invasion of Griffin Rock
Huxley Prescott is determined to dig up scoop about aliens invading planet earth. However he finds that his enthusiasm could indeed put many people in danger. The Rescue Bots also question their disguise to sustain that ‘robot’ image for the public instead of revealing their true identity.

6 Cody on Patrol
When Cody super-charges his go-kart to help in the team’s rescue missions, he accidentally unleashes a swarm of futuristic nanites.

7 Four Bots and a Baby
Cody begrudgingly volunteers to watch over Doc Greene’s “Robo-Baby”, a robotic baby that simulates the demeanor and actions of a real baby. While playing back at the fire station, Robo-Baby throws a rubber ducky into the sink, where the toy clogs a sewer pipe, eventually causing a sinkhole to appear in front of the town’s bank. While the Rescue Bots leave to rescue the people inside the falling building and Cody monitors the situation, the Robo-Baby becomes missing, leaving everyone alarmed. Heatwave uses his olfactory sensors to locate the Robo-Baby climbing up a windmill at the town’s windmill farm, and save it from the sharp rotors.

8 Walk on the Wild Side
Boulder decides that the team needs an animal mascot, but maybe a zoo isn’t the best place to find one.

9 Christmas in July
The Burns family and the Rescue Bots have to stop a snow storm in July when Doc Greene’s weather machine goes haywire.

11 Return of the Dinobot
An intruder hacks into Griffin Rock’s central computer by using Doc Green’s pet Dinobot Trex and wreaks havoc.

12 The Other Doctor
A scientist named Dr. Morocco introduces his latest invention, the MorBot, which saves the town from disasters, but also leaves everyone else out of the action. Dr. Morocco successfully convinces Mayor Huxley Prescott into decommissioning the Rescue Bots in favor of his invention.

13 The Reign of Morocco
With the Rescue Bots no longer allowed to save the town, Dr. Morocco terrorizes the town with his invention, for the purpose of getting revenge on Doc Greene and Huxley Prescott. The Rescue Bots take on new hobbies during their downtime. Meanwhile, Cody and Frankie manage to find evidence at Doc Greene’s laboratory proving that Dr. Morocco’s invention has all been part of a villainous plan.

14 Small Blessings
The Rescue Bots are accidentally shrunk and the Burns family must work without their partners.

15 The Griffin Rock Triangle
The Burns family watches film reels of the Griffin Rock Triangle phenomenon taped by Professor Anna Baranova. They embark on an underwater investigation and stumble upon the Midgard, an underwater laboratory trapped near an ocean trench. They scope the laboratory’s interior, where they find Baranova, who has been inside for 28 years. Baranova initially refuses to leave her new home, but, after being persuaded by Cody’s reasoning to move back to Griffin Rock, detonates her laboratory.

16 Rules and Regulations
When Heatwave leads his team into a lethal situation, against Chief Burn’s orders, Chase must find a way to help them, while following the rules.

17 The Lost Bell
The Rescue Bots and Cody get separated from the Burns family during a thunderstorm, and drift to a remote island. There, the team learns how to survive like pioneers. They also locate a pirate ship, and inside lays a bell that was stolen from Griffin Rock by pirates about 200 years ago. The next morning, the team departs the island on their way back to Griffin Rock, with the bell on their pirate boat, and they are able to locate and reunite with the family.

18 Bumblebee to the Rescue
The Rescue Bots and the Burns family investigate a meteor that has landed on Wayward Island. Bumblebee arrives at the island to join the group. Receiving directions from Optimus Prime remotely, the Autobots successfully destroy the meteor, but its particle components act as a parasite, causing a paralytic effect on them. Using a meteor sample they obtained, the Burns create an antidote that reverses said effect.

19 You’ve Been Squilshed
Doc Greene acquires a slimy green compound, the “Squilsh”, from Mars, and summons it to life with a mild electric shock. The Squilsh devours anything in its path and grows progressively bigger after each meal, and it eventually rampages through Griffin Rock. Graham and Boulder apply their engineering skills to hands-on experience of defeating the creature.

20 Countdown
Doc Greene accidentally releases a swarm of bugs from the town’s museum, the Hall of Inspiration. As the bugs disperse throughout Griffin Rock, the citizens mysteriously disappear and are teleported to an underground cavern. Cody and Frankie contact Professor Anna Baranova, who explains that these bugs are called “tracers”, programmed to protect the town’s population from a forthcoming cataclysm. The location of the cavern, however, has never been disclosed historically, so the Rescue Bots are forced to figure out such location in order to save the fettered citizens.

21 The Haunting of Griffin Rock
The Burns receive mass calls of ghostly spirits supposedly haunting Griffin Rock. In an analysis conducted by Frankie, these supposed phantoms are revealed to be merely holograms depicting the town’s pioneers. These holograms were also used as a ruse for two escaped convicts to engage in criminal actions unnoticed. Pioneer Charlotte Wayne (also known as the Lady of Griffin Rock), however, is witnessed to be a potentially real ghost, because she has never been registered into the town museum’s database, so there exists no corresponding hologram for her.

22 Little White Lies
The kids are covertly planning a surprise birthday party for their father. Chief Burns tells them he is heading to the docks, but actually takes a trip to the bakery for a cake, as a present for his family, thinking that they forgot his birthday. Chase discovers this to be a lie and is confounded by this. While setting up the party back home, the kids and the other Rescue Bots realize that Chase and Chief Burns are missing, and search the entire town. Eventually they discover the two trapped inside an underground mine, and save them from the flooding water and falling rocks.

23 Shake Up
Seismic waves shake Griffin Rock, but they are artificial and caused by a reverberating woofer hidden underground. Such a loudspeaker is inadvertently connected remotely to Doc Greene’s jukebox, where Doc Greene is practicing his dance moves. Meanwhile, Frankie creates a music video that includes footage of the Rescue Bots. Suspicious, she follows them into an underground tunnel during their mission to remove the loudspeaker inside, and attempts to converse with Heatwave. When the rocks are falling from the tunnel ceiling, Heatwave breaks from his “robot” character to save her, during which she finally learns of the Rescue Bot’s secret.

24 Rescue Boy
Doc Greene invents a repulsor badge that allows the wearer to be invincible. Cody uses it to participate more on the front lines, in missions with the rest of his family, against Chief Burns’ concern of his safety. His superhero status, however, is halted when his repulsor badge is overloaded and projects a nonstop field, enclosing him inside. Boulder uses neutralizing gloves, also invented by Doc Greene, to bypass the repulsive field and successfully remove the badge from Cody, shortly before it detonates.

25 It’s a Bot Time
Doc Greene calls the entire Burns family to demonstrate testing of an abandoned time machine. He sends his helper bot Dither into the time warp, which takes the Rescue Bots, Cody, and Frankie along with them. They are transported into the year 1939, with no discernible method of returning to the present. Optimus Prime—informed by Chief Burns of the dilemma—and Bumblebee also travel back to 1939, to provide their Energon (the predominant energy of the Autobots) needed to repower the machine. All the time travelers manage to return to the present, but much to their devastation discover that the timeline has been altered, as they had inadvertently left Dither behind in the past.

26 Bot to the Future
The present-day town of Griffin Rock, renamed “Moropolis”, is ruled by Doctor Morocco and his MorBots. The protagonists scourge the town and arrive at the Hall of Inspiration, where they encounter Chief Burns, who, despite having no memories of them, takes them to his fire station. Morocco calls upon an entire armada of his MorBots to launch a mass attack. The Burns family retaliate with their Mobile Headquarters (MHQ) vehicle; the Autobots partake in smashing the MorBots. The group returns to the past with the MHQ, where Heatwave reclaims Dither, and travel back to the present day, with their original timeline restored. Chief Burns says at the end of the episode that the MHQ might come in handy.